For whatever reason it seems that succeeding with exporting FBX with textures packed seems COMPLETELY RANDOM. And I'm at my wit's end trying to figure out just what the capital F is wrong with what I'm doing.... I baked my textures, they're all DIRECTLY linked into the principled shader, and all of the objects have their BAKED material applied, the the UV I used before baking was removed, I have all "resources packed" (automatically). It's driving me crazy. Sometimes it works, and I have not a single clue why, and sometimes it doesn't. I'M DOING THE EXACT SAME THING IN BOTH CASES. Except maybe sometimes I remove the old UV before or after applying the baked material. PLEASE SOMEONE HELP I'M LITERALLY LOSING MY MIND.
Thank you very much! I've been going crazy trying to find the reason why the materials were not being exported and it was because of the ColorRamp, thank goodness you said so, it was just that and now I can continue.
Doesn't work on my side, it's been a lot of tutorials that I watch on the subject and I'm literally without result, you know where I can find more in-depth information on this subject?
When I import my mesh over, it looses the mapping and texture coordinate nodes I've added on all my textures in Blender. Because of this the texture is very zoomed in on ue4 but not on blender. Is there a way of applying these nodes in a way so they don’t get lost on export? (I’m trying to avoid re-texturing in blender or scaling my textures in ue4)
I don't like how the pieces are separated in the unreal engine. Everything gets very messy. Yes we can combine meshes, but sometimes some objects have glass or emission materials and I think nanite doesn't support that. When we combine meshes that have these materials nanite is applied to all parts and causes some shader issues. I'm trying to figure out how to import an fbx that uses nanite, but doesn't come separated into millions of pieces.
Is there any way to uv unwrap whit the material like if I can unwrap whit 3 different material type on a object can I unwrap whit the color and roughness map and metallic map
The mesh exports just fine, but the armature is weird where the bones reposition to it's parent's position all the way up the hierarchy, I've tried every combination of settings and naming for the bones to fix this but I still have no idea why it's doing this.
Thanks, I didn't know Blender could pack textures in FBX. I dug a bit deeper and found the problem with the textures going to the wrong nodes is caused by the names Blender's FBX exporter uses for those sockets. With a bit of trial and error I found some that seem to work. In C:\Program Files\Blender Foundation\Blender 2.93\2.93\scripts\addons\io_scene_fbx, I changed this section: # Mapping Blender -> FBX (principled_socket_name, fbx_name). PRINCIPLED_TEXTURE_SOCKETS_TO_FBX = ( # ("diffuse", "diffuse", b"DiffuseFactor"), ("base_color_texture", b"DiffuseColor"), ("alpha_texture", b"TransparencyFactor"), # Will be inverted in fact, not much we can do really... # ("base_color_texture", b"TransparentColor"), # Uses diffuse color in Blender! ("emission_strength_texture", b"EmissiveFactor"), ("emission_color_texture", b"EmissiveColor"), # ("ambient", "ambient", b"AmbientFactor"), # ("", "", b"AmbientColor"), # World stuff in Blender, for now ignore... ("normalmap_texture", b"NormalMap"), # Note: unsure about those... :/ # ("", "", b"Bump"), # ("", "", b"BumpFactor"), # ("", "", b"DisplacementColor"), # ("", "", b"DisplacementFactor"), ("specular_texture", b"SpecularFactor"), # ("base_color", b"SpecularColor"), # TODO: use tint? # See Material template about those two! ("roughness_texture", b"SpecularFactor"), # ("roughness_texture", b"ShininessExponent"), # ("mirror", "mirror", b"ReflectionColor"), ("metallic_texture", b"ShininessExponent"), )
@fernaldy wiranata I think for the normal map to export, the image texture has to be connected to a Normal Map node first before being connected to the Principal Shader
SOOO I have this model in blender. And It has two UV maps with one texture for each map. In shading I mixed the textures using a color mix. But whenever I export it doesn’t work. Im guessing the reason why this is happening is because the textures were not DIRECTLY going into the principle shader. How can I export my model with the two textures mixed? Also could I get around this by baking the mixed texture and adding both the model and texture into a new blend file? Making it so I can plug the new mixed texture into the principle shader of the model directly? Pls help me. I’m new to this.
im a newbie so excuse me if its a crap question.....I've made a model in blender with a shiny holo type material, using a color ramp. How would i get it into UE?
Same issues with 3dsmax. Seems like Unreal Engine only supports direct plugs and certain materials when exporting as FBX. If you have an MRA or a packed texture, you have to connect it manually inside Unreal.. unless maybe someone has a plugin or a script for this?
Good tutorial but I am having issues about materials. I prepared a good scene with Kitops Scifi Flex. I do everything same for fbx exporting in Blender. When I import to UE the asset material is just black. I first tried to import Iclone. Whatever I did to clean up overlapped faces vertices etc in Blender, when I import into iclone I see several faces looking like overlapped. 😂. Even Blender tools dont work about this issue
Thanks so much for your help. But I still have a problem. I am trying to import a building with the exact same steps you took, but mine seems to have an invisibe wall around all the objects so I can't even go anywhere near the building. What can I do to resolve this. Thanks
Hello handsome man, I have a question. now I am trying to export an aircraft model consists of many panels and 3-4 modifiers are on each panel ( sub surf, mirror, bevel, ...). anyways, the question is, do I need to apply all modifiers before exporting it into unreal engine 5 ?. I am really looking forward to a correct way to do this. I have been watching this tutorail like 10 times but still havn't found a firm solution. cheers
Try accepting all the modifiers, but be careful: the modifiers must be accepted in the correct order, one after the other. Otherwise, the result may look different. This is especially true for modifiers such as subdivision surface. To make the render result look the same as in the viewport, this modifier must be accepted first! You should also be careful with modifiers that make the mesh an armature object. For some reason, if you accept such a modifier, the object to which it was applied will not be displayed in the unreal engine. Therefore, I advise you to experiment with the modifier in a separate file.
@@slumsnake1303 bro I got a little confused.. did you mean by accpet as apply ? like.. accepting when exporting from blender as obj or fbx file you mean ?
@@만든다비디오 accept in viewport, in modifiers menu (apply modifiers) . This way you can choose the order in which you accept modifiers, swapping them if necessary. And then just export to fbx. You should also accept all transformations (if you, for example, increased or decreased the object) and put down the necessary units of measurement so that after exporting your object is the correct size. Many people forget about this, but such habits are a good time saver.
ye do more please, animation from blender to unreal, not using the nanny model, but your own built character only, so animating character, exporting the character and animation in u5, and setting up blueprints to make it work on controller and keyboard, please
Thanks for the info. Maybe you can assist. I keeping getting this error --> No smoothing group information was found in this FBX scene. Please make sure to enable the 'Export Smoothing Groups' option in the FBX Exporter plug-in before exporting the file. Even for tools that don't support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export-time so that correct vertex normals can be inferred while importing. Thanks!!
WTF why didnt the other tutorial tell me this? "How to export Honey Select to Blender" (which I was assuming could export to UE4, because I saw another video of uploading the model to Mixemo to get the skeleton animation, then UE4). I spent hours in Blender trying to recreate materials for exact skin looks/effects in Honey Select... and now I learn that UE4 is too stupid to translate it. Why is UE4 5 so stupid???? Ive known about shader materials since UE3 (which means devs knew about this modeling tech). So why dont they have a "translate shader" from other 3d program?? And why the stupid conflict of the Roughness being the Metallic variable. Can you make a tutorial: how to export from Blender to UE4 and recreate shader textures? (Because idk how to do shaders or set each bump map, specular, and normal skin.)
nope, this wont work. UE4/5 and Blender are completley different in terms of creating matierals. I HIGHLY recommend backing the textures down. Try this - ua-cam.com/video/vzBu5mLBNBs/v-deo.html
Fuck. Came here to find out if life is easier in Unreal. Unity really suck. But seems exporting for UE is also a pain. Why all of this is so complicated?
FINNALY 12 hrs later Ssomeone actually dosent start off unwrapping a CUBE and telling me to click on the button next to path mode copy and it will all work >.< Yeah i tried this on one of the materials hack n slash style, bingo legs with skin on em. Time to change the rest. " mumbles WTF stupid a$$ tutorials wasting my time all i needed was someone ta yell at me " Textures on tha Output Node ! " FFS seems like a big thing ta overlook in the 25 other tutorials i saw. grumble mumble, ooooh nooo just click this button and watch tha cube mmhmmm">.< narffel tha frekin garthak to export a dang model with a texture like pulling teeth to find someone that actually looks at what the problem is and not just regurgatates the quick easy answer. you get a gold star ; ) and a subscribe from tha TwistedMonk
The Legend himself Curtis Holt has also release a video on UE5 cinematics - ua-cam.com/video/8EypDQXmplA/v-deo.html - I dont have to make this now.
Please check your NG
For the packaging the textures will be used??
Mental Note: Remember to plug textures into color ramp, not principle shaders.
You said it like three times and it still took me fifteen minutes to figure out what I was doing wrong.
I had a rubbish day today, but this made me chuckle. Thank you so much
Any time i do this, it just creates white materials in UE and doesnt copy the textures
the unreal FBX Importer can Combine the meshes during import, check the import dialog (Mesh->Advanced).
Thanks for pointing this out, you saved me a lot of annoyance.
For whatever reason it seems that succeeding with exporting FBX with textures packed seems COMPLETELY RANDOM.
And I'm at my wit's end trying to figure out just what the capital F is wrong with what I'm doing.... I baked my textures, they're all DIRECTLY linked into the principled shader, and all of the objects have their BAKED material applied, the the UV I used before baking was removed, I have all "resources packed" (automatically).
It's driving me crazy. Sometimes it works, and I have not a single clue why, and sometimes it doesn't. I'M DOING THE EXACT SAME THING IN BOTH CASES. Except maybe sometimes I remove the old UV before or after applying the baked material. PLEASE SOMEONE HELP I'M LITERALLY LOSING MY MIND.
Thank you very much! I've been going crazy trying to find the reason why the materials were not being exported and it was because of the ColorRamp, thank goodness you said so, it was just that and now I can continue.
You have no idea how much this helped me i was raging
lol, no worries mate, happy to help
can we apply image textures PERMANENTLY to our model???
like permanently ...
Would love to see more UE5 tutorials, this really helped, thanks Markom!
Doesn't work on my side, it's been a lot of tutorials that I watch on the subject and I'm literally without result, you know where I can find more in-depth information on this subject?
When I import my mesh over, it looses the mapping and texture coordinate nodes I've added on all my textures in Blender. Because of this the texture is very zoomed in on ue4 but not on blender. Is there a way of applying these nodes in a way so they don’t get lost on export? (I’m trying to avoid re-texturing in blender or scaling my textures in ue4)
Were you able to find a solution?
You saved my life. The texture issue was killing me
I wish there was an addon for this!
Have you found 1 yet ?
Is it mandatory for the textures to be plugged in to the Principled directly?
My master my lord, thanks, i have just started unity and was trying this
no worries, I know I focused on UE5 but I hate Unity... because I cant code...
@@Markom3D unity is like eevee render, ue5 is like realtime cycles render😆😀
I don't like how the pieces are separated in the unreal engine. Everything gets very messy. Yes we can combine meshes, but sometimes some objects have glass or emission materials and I think nanite doesn't support that. When we combine meshes that have these materials nanite is applied to all parts and causes some shader issues. I'm trying to figure out how to import an fbx that uses nanite, but doesn't come separated into millions of pieces.
Sorry i didn't catch it, textures need to be plugged in where?
Ahh almost! I still haven't been able to export my skin shader but I've learned a bit more, thank you, so I'll keep looking.
I subscribed by the fact you coughed "Unity sucks"....well said sir, well said
Is there any way to uv unwrap whit the material like if I can unwrap whit 3 different material type on a object can I unwrap whit the color and roughness map and metallic map
This is where you will need to bake the textures down ua-cam.com/video/Yvt7sBjfc-o/v-deo.html
The mesh exports just fine, but the armature is weird where the bones reposition to it's parent's position all the way up the hierarchy, I've tried every combination of settings and naming for the bones to fix this but I still have no idea why it's doing this.
Have you tried re-naming it in blender before exporting it.
UE4 has a problem with armatures that are named "Armature".
love the intro.
great guide, thank you :)
where do textures need to be plugged into again?
Thanks, I didn't know Blender could pack textures in FBX.
I dug a bit deeper and found the problem with the textures going to the wrong nodes is caused by the names Blender's FBX exporter uses for those sockets. With a bit of trial and error I found some that seem to work. In C:\Program Files\Blender Foundation\Blender 2.93\2.93\scripts\addons\io_scene_fbx, I changed this section:
# Mapping Blender -> FBX (principled_socket_name, fbx_name).
PRINCIPLED_TEXTURE_SOCKETS_TO_FBX = (
# ("diffuse", "diffuse", b"DiffuseFactor"),
("base_color_texture", b"DiffuseColor"),
("alpha_texture", b"TransparencyFactor"), # Will be inverted in fact, not much we can do really...
# ("base_color_texture", b"TransparentColor"), # Uses diffuse color in Blender!
("emission_strength_texture", b"EmissiveFactor"),
("emission_color_texture", b"EmissiveColor"),
# ("ambient", "ambient", b"AmbientFactor"),
# ("", "", b"AmbientColor"), # World stuff in Blender, for now ignore...
("normalmap_texture", b"NormalMap"),
# Note: unsure about those... :/
# ("", "", b"Bump"),
# ("", "", b"BumpFactor"),
# ("", "", b"DisplacementColor"),
# ("", "", b"DisplacementFactor"),
("specular_texture", b"SpecularFactor"),
# ("base_color", b"SpecularColor"), # TODO: use tint?
# See Material template about those two!
("roughness_texture", b"SpecularFactor"),
# ("roughness_texture", b"ShininessExponent"),
# ("mirror", "mirror", b"ReflectionColor"),
("metallic_texture", b"ShininessExponent"),
)
Just wanted to add this is the export_fbx_bin.py, for anyone curious. Thanks!
You just saved my entire university project
@fernaldy wiranata I think for the normal map to export, the image texture has to be connected to a Normal Map node first before being connected to the Principal Shader
Thank you for this!
Have been looking for this, thank you!
how do you organize the numbers of the material ids in blender? like a 3dsmax multimaterial?
So If I have a Bump in between the normal Map and the Normal input that won't work either?
I did the join function without the need of apply modifier. Is possible right?
SOOO I have this model in blender. And It has two UV maps with one texture for each map. In shading I mixed the textures using a color mix. But whenever I export it doesn’t work. Im guessing the reason why this is happening is because the textures were not DIRECTLY going into the principle shader. How can I export my model with the two textures mixed? Also could I get around this by baking the mixed texture and adding both the model and texture into a new blend file? Making it so I can plug the new mixed texture into the principle shader of the model directly? Pls help me. I’m new to this.
I would bake the materials down to one texture if you are taking it out of blender
@@Markom3D how would i do that?
im a newbie so excuse me if its a crap question.....I've made a model in blender with a shiny holo type material, using a color ramp. How would i get it into UE?
Same issues with 3dsmax. Seems like Unreal Engine only supports direct plugs and certain materials when exporting as FBX. If you have an MRA or a packed texture, you have to connect it manually inside Unreal.. unless maybe someone has a plugin or a script for this?
WOW !!! I put all the nodes from the blender into the UE: D Just like in the blender, it looks like
Pretty precious tutorial. Thanks alot!
You are such an intense fucking teacher I kinda love it
cheers mate, I try my best
Yo, where should I plug textures into again?
dont get mad bruhh i understud it has to be directlyyyy. thank you for the your guidness!!!
hi you can use "send tu ue" add-on for this.
yeah, but why cant i use a colour ramp
hi there, can i use alpha texture from blender to ue5 ?
0:32 Feeling like I'm in the army 😂😂😂
very fun. thanks...... when you say node need to directly join to principle BSD
Good tutorial but I am having issues about materials. I prepared a good scene with Kitops Scifi Flex. I do everything same for fbx exporting in Blender. When I import to UE the asset material is just black. I first tried to import Iclone. Whatever I did to clean up overlapped faces vertices etc in Blender, when I import into iclone I see several faces looking like overlapped. 😂. Even Blender tools dont work about this issue
Thanks so much for your help. But I still have a problem.
I am trying to import a building with the exact same steps you took, but mine seems to have an invisibe wall around all the objects so I can't even go anywhere near the building.
What can I do to resolve this. Thanks
Maybe you need edit collisions? Try to look at small guides on this topic, I think you will quickly understand everything.
Buuut... you still didn't end up with the correct textures?
Needed this!! Thanks boss man
awesome, glad I was able to help
More Unreal tutorials please!
I am currently working on a big one... This will be more game play though and not cinematics.
@@Markom3D Sounds great, but don't forget about the ArchVis community!
How to make modifiers work in ue5?
Example
In blender , we can use simple deform on trees to simulate animation
Will that modifier work in ue5?
Modifiers from Blender arent used in Unreal Engine. You apply them before export. Thats common practice.
Thank you
No probs, cheers for watching
NO! Either, send to unreal addon. Better, add your asset to your quixel bridge library. boom one-click export to any program.
How does one do that Bridge adding?
Does emission shader go with models off to unreal engine?
Can I export displacement map aswell ?
Hello handsome man, I have a question. now I am trying to export an aircraft model consists of many panels and 3-4 modifiers are on each panel ( sub surf, mirror, bevel, ...). anyways, the question is, do I need to apply all modifiers before exporting it into unreal engine 5 ?. I am really looking forward to a correct way to do this. I have been watching this tutorail like 10 times but still havn't found a firm solution. cheers
Try accepting all the modifiers, but be careful: the modifiers must be accepted in the correct order, one after the other. Otherwise, the result may look different. This is especially true for modifiers such as subdivision surface. To make the render result look the same as in the viewport, this modifier must be accepted first! You should also be careful with modifiers that make the mesh an armature object. For some reason, if you accept such a modifier, the object to which it was applied will not be displayed in the unreal engine. Therefore, I advise you to experiment with the modifier in a separate file.
@@slumsnake1303 seriously appreciated. I will share my result once i am finished.
@@slumsnake1303 bro I got a little confused.. did you mean by accpet as apply ? like.. accepting when exporting from blender as obj or fbx file you mean ?
@@만든다비디오 accept in viewport, in modifiers menu (apply modifiers) . This way you can choose the order in which you accept modifiers, swapping them if necessary. And then just export to fbx. You should also accept all transformations (if you, for example, increased or decreased the object) and put down the necessary units of measurement so that after exporting your object is the correct size. Many people forget about this, but such habits are a good time saver.
@@slumsnake1303 okay I think I get you with 'accept' term :)
thank you sir!
ok, so, have you any word about Send2Unreal addon?
Where does the textures must be plugged in ?
lol.... You should see the last videos comments about this
"TEXTURES NEED TO BE PLUGGED TO THE PRINCIPLE SHADER DIRECTLY!"
yes! this is really important and should be pinned to the top !!
Very nice! Can you do some tutorial in UE5 for Chaos destruction please?
no worries, ill have to look into it.
2024 -- Still, Color Ramp still can't be use in UE5... W T H !
lol - this actually gave me a chuckle
Great help. Can you now animate it within UE5?
Where should the texture go?
Textures need to be plugged into the principal shader directly
ye do more please, animation from blender to unreal, not using the nanny model, but your own built character only, so animating character, exporting the character and animation in u5, and setting up blueprints to make it work on controller and keyboard, please
bloody life saver, cheers!
Yeah. I use unity I have to agree with you.
Thanks for the info. Maybe you can assist. I keeping getting this error --> No smoothing group information was found in this FBX scene. Please make sure to enable the 'Export Smoothing Groups' option in the FBX Exporter plug-in before exporting the file. Even for tools that don't support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export-time so that correct vertex normals can be inferred while importing.
Thanks!!
I'm using Blender 2.93.4
Are you going to make your own version of
“STAR WARS EPISODE 1: RACER” from the N64?!
I am actually gonna be putting some stuff together lol
Thank you for this wonderful tutorial,Nicolas Cage!!!
0:46 thats is all i wanted to hear
I love the thing u did at the beginning hehehe
ahhh i got it, textures DONT need to be plugged into the principle shader directly...
I IMPORTED MY BLENDER TREE INTO UNREAL ENGINE AND THERES NO MADE TEXTURE SHOWS IN THE TREE..
THANK YOU SO MUCH I LOVVVVE UR VIDS #SUBBED TO U
you are more than welcome. Welcome to the channel as well
Directly you say?
If you export from blender and import from blender it does not make sense either. That s*** is broken.
LOVE YOU MAN
Lol loveeeee the tone :D
MORE BLENDER TO UNREAL PLEASE SQUIRE!!!!
It doesn't working
Do a video about import/export with usd extension.
sorry mate, I dont have photoshop
@@Markom3D What usd extension has to do with photoshop?
docs.blender.org/manual/en/latest/files/import_export/usd.html
@@talat2k4 sorry, misread it, I thought .psd for some reason. I will look into it
@@Markom3D graphics.pixar.com/usd/docs/index.html
You won me over with the u..cough sucks joke. Thumbs up mate.
lol, cheers mate, it does suck though
Thanks, I realised this will not work from watching your video.
Why are you talking to me like my teacher.😂
i'm captivated
Unity, doesn't suck! I'm offended, yet still sub'd to the channel. Curses!
Thank you so much!!!!!!!
Subbed cuz you're funny
make more UE tutorials, you need to know i guess
i screamed when you said unity sucks lmao
WTF why didnt the other tutorial tell me this? "How to export Honey Select to Blender" (which I was assuming could export to UE4, because I saw another video of uploading the model to Mixemo to get the skeleton animation, then UE4).
I spent hours in Blender trying to recreate materials for exact skin looks/effects in Honey Select... and now I learn that UE4 is too stupid to translate it. Why is UE4 5 so stupid????
Ive known about shader materials since UE3 (which means devs knew about this modeling tech). So why dont they have a "translate shader" from other 3d program?? And why the stupid conflict of the Roughness being the Metallic variable.
Can you make a tutorial: how to export from Blender to UE4 and recreate shader textures? (Because idk how to do shaders or set each bump map, specular, and normal skin.)
nope, this wont work. UE4/5 and Blender are completley different in terms of creating matierals. I HIGHLY recommend backing the textures down. Try this - ua-cam.com/video/vzBu5mLBNBs/v-deo.html
hahahahah! I'm also a teacher and I finally found another with my same method
Cough cough it does
lol
DI RECT LY!
Yes Unity sucks for 3d games, started learning it first but now im with Unreal
Shifted to Gltf to unreal
Fuck. Came here to find out if life is easier in Unreal. Unity really suck. But seems exporting for UE is also a pain. Why all of this is so complicated?
im just gonna give up, this is not worth it for one mod for a game
haha best teacher ever haha
this just straight up didnt work
U ARE FUCKING AWSOMEEE!!!!!
greaaaattt
FINNALY 12 hrs later Ssomeone actually dosent start off unwrapping a CUBE and telling me to click on the button next to path mode copy and it will all work >.<
Yeah i tried this on one of the materials hack n slash style, bingo legs with skin on em.
Time to change the rest. "
mumbles WTF stupid a$$ tutorials wasting my time all i needed was someone ta yell at me
" Textures on tha Output Node ! "
FFS seems like a big thing ta overlook in the 25 other tutorials i saw.
grumble mumble, ooooh nooo just click this button and watch tha cube mmhmmm">.< narffel tha frekin garthak to export a dang model with a texture like pulling teeth to find someone that actually looks at what the problem is and not just regurgatates the quick easy answer.
you get a gold star ; ) and a subscribe
from tha TwistedMonk